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Tomes,Elixirs,Negative items, Rewarded Items and spells
Lets look back at what Diablo had. Tomes that teaches you new abillities and skills. Elixirs that boosts your stats by either 1+ or 3+ permanent.
Quest rewards that actually were worth dying for is allso a must.
So my ideas here are kinda different but involves these things we had.
Allow there to exist Tomes that have a Rarity level and Requirements.
They will only teach you one skill which later on can be leveled by more tomes but they will require lots more and might not be able to MAX.
As for Elixirs. Let Elixirs be able to boost stats but have a restriction depending on how many your character have used. Or let the Elixirs allso have their own requierements just to balance it out.
Negative items are stuff that didn't appear in D2 but it would be cool just to see a ring that drains you health slowly whille it grants you allot of good bonuses.
Rewarded Items needs to be different from what you get as loot.
I have nothing against the quests ive been doing but it seems as if the rewards were dull. Like hey give me a ring that only gives 5+ str cause i gave you back your bloody knife whille killing midgets in the forest.
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Quote:
Originally Posted by Chard
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
If thats the case. Then my hopes would come true.
Would be cool if they just put ideas from D1 into D3 where your skills really dont tie to eachothers and gear doesn't allways save your ***
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Tomes could be cool
I thought of a neatish way they could do elixers, the game could basically have a level requirement on elixers that goes up every time you use one. For example, first elixer requires level 20, second level 30, fourth level 40, fifth lvl 45, 50, 55 etc.
OR, they could have a stat requirement on elixers that increases every time you use one. So first intellect elixir requires 100 int, second requires 125, etc.
Just a thought though.
OMG I thought of an even more interesting way to do elixirs.
Example, say there are the same 4 stats, Int, Dex, Str and Vit.
Make the Dex elixir require Vit, Make the Vit elixir require Int, make the int elixir require Require Str and make te the Str elixir require dex.... and have the requirements for each stat increase the more exilirs for a stat you use.
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Quote:
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Quote:
Originally Posted by konfeta
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
Well would you look at that. The combination of me not hitting pause and it dropping from a BOOK shelf got the better of me.
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Quote:
Originally Posted by konfeta
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
I see it another way, let's make the elixirs permanent and drop at a pretty rare drop rate.. Let's say you get one each 25 hours of active killing, or something along those lines. That'd give us something to do after level cap. Or if you could buy them from a vendor would make a great money sink.
When you gulp one down you get a permanent stat boost that can't exceed a set number above your base stat. Ie. Let's say the cap is 10 elixirs that would pan out something like this: 100 str base / 110 with maxxed out elixirs / and further increase with items. I would be a neat way to save points in dex/str to get even higher vit.
All this is ofcourse based on D2's attribute system, we might see something else in D3. One never knows.
OR
You could have a set amount of elixirs you can drink, let's say 25 for simplicitys sake. That way the extremes would be either +5 to all or +25 to a single one, giving some space for additional tweaking.
Last edited by vendrox; 07-08-2008 at 11:27..
Reason: I'm tired, can't write a good piece of text worth a dime.
Re: Tomes,Elixirs,Negative items, Rewarded Items and spells
Quote:
Originally Posted by vendrox
I see it another way, let's make the elixirs permanent and drop at a pretty rare drop rate.. Let's say you get one each 25 hours of active killing, or something along those lines. That'd give us something to do after level cap. Or if you could buy them from a vendor would make a great money sink.
When you gulp one down you get a permanent stat boost that can't exceed a set number above your base stat. Ie. Let's say the cap is 10 elixirs that would pan out something like this: 100 str base / 110 with maxxed out elixirs / and further increase with items. I would be a neat way to save points in dex/str to get even higher vit.
All this is ofcourse based on D2's attribute system, we might see something else in D3. One never knows.
OR
You could have a set amount of elixirs you can drink, let's say 25 for simplicitys sake. That way the extremes would be either +5 to all or +25 to a single one, giving some space for additional tweaking.
I like the idea of capping how much the stats that elixirs increase, but I wonder if people would simply wait to spend their attribute points until they have reached the max attribute an elixir can increase, then begin spending their points.